Switch Theme:

We was made ta fight an’ win! - 9th Edition Ork Tactics  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






IMO the best load-out is the killkannon arm and the lifta-droppa for the other arm. That way it will remain at full power until its last wound, as melee, movement speed and attacks degrade too fast. The belly gun just isn't worth 50 points in my oppinion.

As for traits? Deffskulls for re-rolls and the wreckers stratagem or evil suns with visions. It can fallback and shoot anyways because of the TITANIC keyword and snakebites fall victim to variance too often.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Regular Dakkanaut




I've ran the gun platform stompa in an evil sunz auxiliary detachment alongside an evil sunz battalion exclusively for visions in the smoke Pain Boyz keeps the weird boy alive. If you get visions off with dakka dakka once you're in a good spot. Twice and the games over.

The belly gun isn't terrible for the points. Especially in a marine meta. Considering it averages the same number of shots as a 10 man squad of tankbustas. Which would put you back 170 points (granted they would be d3)

In one game I put the stompa into reserve which really threw my opponent. It meant I could line up good shots when he came in (and I took while we stand we fight).

Overall I think kustom stompa are quality and at a minimum could act as a spoiler list in a tournament. Dunno about taking them in a super heavy detachment. I was able to take 3x10 trukk boyz 3 X5 kommandos 2x deffkoptas and 4 characters in the battalion so even if the stompa starts off the board I have enough bods (54) to hold primaries.
   
Made in ca
Longtime Dakkanaut




It's definitely evil suns + visions. If you actually get visions off, pop more dakka, the Kustom Stompa will absolutely wreck your opponent.

Arguably it can take the Supa Gatler kustom job too, so get that so it gets flat 2 on that gun *and* can easily shoot it twice.

Edit: As a random thought, this could be a fun army to build too.

Triple Kill Tank w/ Ghaz, built around while we stand we fight. If you wanna be cheeky, make them Goffs w/ Makari so they also get a feel no pain.

I think you'd need just enough to remove their anti tank and to keep them healthy, but that army might actually have a shot of scoring at least 10 WWSWF by end of game.

So this is 2000 points:

Ghaz
Makari.
KFF mek

3x 10 boys, 2 Nobs w/ Kill saws, 1 w/ BC (was 5 points over)

3x 5 Kommandos, Klaw Nob
Painboy

3x 2 Mek Guns, Smashas

3x Kill Tanks, Giga Shoota

https://pastebin.com/mzA4CvHd

This message was edited 4 times. Last update was at 2020/11/24 19:24:41


 
   
Made in gb
Regular Dakkanaut




I tried running ghaz with the stompa (only thing better than one centre piece model is two centre piece models) but his cost cuts into the number of bods I can field.

The return and improvement of the bikerboss (combo'd with the biggest boss and the killa klaw) means I'm struggling to justify ghaz. Especially if I take WWSWF which puts an even bigger target on ghaz. The fact the bikerboss is less than 10 wounds is huge.

I'm hoping they faq the supa gatler kustom job soon. Seems obvious. One question regarding the supa gatler, if I successfully roll to shoot it a second (or third time) can I choose a new target? Leman Russ grinding advance specifies that you can't but no such clarity for the SG
   
Made in ca
Longtime Dakkanaut




Ork mind.

Thinking of fielding this on Saturday (buddy is being nice and letting me use two deff rolla wagons as proxies for 2 Kill Tanks).

I am undecided on the <CLAN> of the Super Heavy. Bad Moons (tons of shots for re-rolls), Deathskulls (Invul + Wreckers), and Snakebites (Feel no pain) all seems interesting here for different reasons.

What do y'all think? And should I swap my koptas for 10 more boys? I almost hate leaving home without them

1997 points
Goff Batallion

Ghaz
KFF Mek

27 boys, Kill saw, choppa
26 boys kill saw choppa
26 boys kill saw choppa

2x Big Shoota Koptas

Painboy

3x Kill Tank, Giga Shootas.
   
Made in us
Longtime Dakkanaut




Not a bad list honestly. I personally hate mixing and matching, and this gives your opponent's heavy weapons something to shoot at and his anti-infantry weapons something to shoot at.

If you are going to run Kill tanks Id probably run BW rush with it as well. Maybe get like 3 Bone Breakers.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Longtime Dakkanaut




SemperMortis wrote:
Not a bad list honestly. I personally hate mixing and matching, and this gives your opponent's heavy weapons something to shoot at and his anti-infantry weapons something to shoot at.

If you are going to run Kill tanks Id probably run BW rush with it as well. Maybe get like 3 Bone Breakers.


Totally agree with you, but I'm actually trying to field a mixed list.

What seems cool about it is it actually doesn't seem like total trash. I have enough boys for a tide (if I drop the koptas, I'm at 85), and these vehicles are tough enough even without spamming a billion buggies, trukks, mek guns to unironically be taken.

Even kill secondaries are tough unless you have very good answers to these suckers.

I'm tempted to even try WWSWF for the fight time ever.
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Not gonna lie....

3x Gigashoota Killtanks feels dirty. Been theorycrafting what to go with it and...man theres so much...

Theyre as hard to kill as knights and cost less, even factoring the KFF babysitting them, and dont even eat half the list so still got plenty of objective-grabber potential left over.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




 Vineheart01 wrote:
Not gonna lie....

3x Gigashoota Killtanks feels dirty. Been theorycrafting what to go with it and...man theres so much...

Theyre as hard to kill as knights and cost less, even factoring the KFF babysitting them, and dont even eat half the list so still got plenty of objective-grabber potential left over.


I'm with you.

I think there might be a 1 or 3 Kill Tank list that could place at a tournament.

You can basically take a 90 boy tide w/ Ghaz and his support characters (which has placed at tournaments) AND 3 Lords of War. that's bonkers.

I really hope some insane person whose doing the tournament circuit right now tries this out. Because it seems really, really strong on paper, and it can be slotted into Green Tide *or* buggy spam without breaking a sweat. The main cost is CP, which buggy spam isn't in dire need of.

This message was edited 1 time. Last update was at 2020/11/25 19:11:26


 
   
Made in us
Longtime Dakkanaut




tulun wrote:
 Vineheart01 wrote:
Not gonna lie....

3x Gigashoota Killtanks feels dirty. Been theorycrafting what to go with it and...man theres so much...

Theyre as hard to kill as knights and cost less, even factoring the KFF babysitting them, and dont even eat half the list so still got plenty of objective-grabber potential left over.


I'm with you.

I think there might be a 1 or 3 Kill Tank list that could place at a tournament.

You can basically take a 90 boy tide w/ Ghaz and his support characters (which has placed at tournaments) AND 3 Lords of War. that's bonkers.

I really hope some insane person whose doing the tournament circuit right now tries this out. Because it seems really, really strong on paper, and it can be slotted into Green Tide *or* buggy spam without breaking a sweat. The main cost is CP, which buggy spam isn't in dire need of.


I'm not sure honestly. As fun as the Kill tanks are, the mathhammer for the gigashooter isn't as impressive as you think.

W/ DDD you are talking 12 hits, vs T4-5 SM primaris dudes (most likely to face) you get 8 wounds and 5.3 dmg which is 2-3 dead Primaris or 1-2 Gravis. Definitely not bad, but not overly competitive. 275pts kills 40-60 Primaris or 40-80 Gravis. Comparitively, 30 Boyz Goff boyz with the upgrade get something like 22 dmg, i mean, you will never get 30 boyz into combat unscathed and you will likewise never get 30 boyz into 1 combat due to the new rules, but dmg potential wise you would probably be better running another 90 boyz in a tournament setting.



 Tomsug wrote:
Semper krumps under the radar

 
   
Made in ca
Longtime Dakkanaut




Giga shootas hit in 4s within 24”.

Take them as bad moons and you’re getting like 22 hits a turn.
   
Made in us
Longtime Dakkanaut




tulun wrote:
Giga shootas hit in 4s within 24”.

Take them as bad moons and you’re getting like 22 hits a turn.


Very true, but from personal (anecdotal) experience, you don't want to be within 30' of SM players right now. Hell, you don't want to allow them within 30' of your tanks ever. If you are hitting on 4s that means they are within Range with their eradicators or Multi Melta devs and let me tell you....OUCH! I had a BW get hit by a single unit of 3 eradicators with upgraded rifles and a multi-melta.... 8 shots, dude got 6 hits, 5 wounds and immediately torched the vehicle. I can't imagine KillTanks doing very well either

Realistically you wouldn't want them moving forward at all, and would want to protect them from deep strike/out flanking, but only vs lists that have ridiculous things like Eradicators/melta devs etc.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ramshackle is a thing.
You can shoot the eradicators before they have range
KFF saves
They wound on 4s against killtanks.

You cant live assuming eradicators are going to be spammed and will automatically win against anything that isnt horde. Running a ton of them is a very stupid thing to do and they arent S9 (surprisingly, being primaris meltas) so they are 50-50 wounding odds.

1 killtank is pretty guaranteed dead. If they manage to kill 2 or all 3 before you deleted those eradicators you have issues and the eradicator isnt one of them.

The killtank trio is literally 900pts (factoring the KFF sitting between two of them at the start of the game, jumping inside 1 before it speeds off).
If you cant think of a way to deal with eradicators with the remaining 1100pts, you arent even trying.

This message was edited 1 time. Last update was at 2020/11/25 20:38:50


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




Totally agree.

I think people are sleeping on Kill Tanks -- the main issue is they are 200 dollar models EACH. So no one owns them.

Advantages Kill Tanks have:

1) The Trio is 275 *3. 825 points for 72 T8, 3+, 5++ (KFF) or 6++ (DS), potentialy a 6+++ (Ghaz + makari or snakebites) is bonkers. In addition, they have ramshackle, meaning htat 8 damage melta shot might be 1, and each heals itself for d3 wounds a turn.

2) They outrange the thing that scares them most, eradicators, by a good margin (36" or 48" guns).

3) They can be useful backline objective holders in matches where you think sticking their neck out is bad.

4) They are titantic, so can't even be tagged for shooting. If you go with Blood Axes, they even can fal back, shoot, and charge.

5) They are actually good in CC. Not great, but good.

6) While we stand we fight might actually be a takeable secondary with this army.

Im fairly confident there is some real play with them, but who honestly owns 3 Kill Tanks that goes to tournaments?

This message was edited 2 times. Last update was at 2020/11/25 20:52:16


 
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Nobody i know owns more than 1, and most dont even own 1.

I was gonna buy them in 8th but then they MEGA hyked their points for no freaking reason, so i opted out of that quick lol.
Then i got a printer. Dont care now since i dont play in tournies, just a pseudo-competitive meta.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in ca
Longtime Dakkanaut




 Vineheart01 wrote:
Nobody i know owns more than 1, and most dont even own 1.

I was gonna buy them in 8th but then they MEGA hyked their points for no freaking reason, so i opted out of that quick lol.
Then i got a printer. Dont care now since i dont play in tournies, just a pseudo-competitive meta.


I'll let you know how it goes. I think I'll do Bad Moons for fun, although Deathskulls for the invul might just be better.

Here's another rather dumb list I threw together:

Outrider (Deathskulls)
Bike Boss, Da Biggest Boss, Follow me Lads!, Da Killa klaw

2x 1 Deff Kopta, big shoota
3x Mega Trakks, Korkscrew
3x Mega Trakks
3x Dragsters, Whirlgig

3x Kill Tanks (Deathskulls for the invul)

If the buggy list can win, I dunno how that wouldn't even be better?
   
Made in gb
Stabbin' Skarboy





crewe

 Vineheart01 wrote:
Ramshackle is a thing.
You can shoot the eradicators before they have range
KFF saves
They wound on 4s against killtanks.

You cant live assuming eradicators are going to be spammed and will automatically win against anything that isnt horde. Running a ton of them is a very stupid thing to do and they arent S9 (surprisingly, being primaris meltas) so they are 50-50 wounding odds.

1 killtank is pretty guaranteed dead. If they manage to kill 2 or all 3 before you deleted those eradicators you have issues and the eradicator isnt one of them.

The killtank trio is literally 900pts (factoring the KFF sitting between two of them at the start of the game, jumping inside 1 before it speeds off).
If you cant think of a way to deal with eradicators with the remaining 1100pts, you arent even trying.


I think you have to compare them to whats at the top of the meta right now and thats Salamanders. If the board has ample obscuring terrain, you cant rely on getting a bead on the Eradicators first, especially if they come on from strategic reserves. Then as Salamanders, they are gonna have multiple ways of getting that +1 to wound for Meltas and then a single reroll to wound per squad. They will reliably wound Killtanks. And whilst they have Ramshackle, I wouldnt bank on it. A 16% chance to negate a unsaved wounds damage to a 1 just isnt great, your gonna need 6 unsaved wounds on avergage to negate 1 and you dont even get to pick which damage it effects. You could put a 2 down to a 1 whilst the stays as a 6. Ive played long enough with DDD and Ramshackle to know that an ability that triggers on 6s doesnt always pay off. It either defines a game at clutch moments or it costs you the game as it did nothing.

Then there comes the size of it... I own a Killbursta and a Killtank (RIP ol' boi) and they are BIG models. Not Baneblade big but they are mighty girthy. Your gonna have a hard time moving round ruins and enemy units that come to move block it, and speaking of blocking it, what happens when it gets tripointed? Its gonna blast 30 shots at BS6 at some chaff or throwaway unit? Hell a trio is pretty susceptible to any negatives to hit. 1 can bypass it with Moar Dakka, the other cant and the game is swimming in -1s to hit. I wouldnt want to spend 275pts on a block of resin that hits on 6s. Id hate to draw Harlies as an opponent at a GT.

Yeah they are cheap and all at 275pts, and yeah whilst it isnt as expensive as a Knight, it also doesnt come close to its firepower or abilities. Its cool but I dont think itll do great in the current meta.


Automatically Appended Next Post:
SemperMortis wrote:
tulun wrote:
 Vineheart01 wrote:
Not gonna lie....

3x Gigashoota Killtanks feels dirty. Been theorycrafting what to go with it and...man theres so much...

Theyre as hard to kill as knights and cost less, even factoring the KFF babysitting them, and dont even eat half the list so still got plenty of objective-grabber potential left over.


I'm with you.

I think there might be a 1 or 3 Kill Tank list that could place at a tournament.

You can basically take a 90 boy tide w/ Ghaz and his support characters (which has placed at tournaments) AND 3 Lords of War. that's bonkers.

I really hope some insane person whose doing the tournament circuit right now tries this out. Because it seems really, really strong on paper, and it can be slotted into Green Tide *or* buggy spam without breaking a sweat. The main cost is CP, which buggy spam isn't in dire need of.


I'm not sure honestly. As fun as the Kill tanks are, the mathhammer for the gigashooter isn't as impressive as you think.

W/ DDD you are talking 12 hits, vs T4-5 SM primaris dudes (most likely to face) you get 8 wounds and 5.3 dmg which is 2-3 dead Primaris or 1-2 Gravis. Definitely not bad, but not overly competitive. 275pts kills 40-60 Primaris or 40-80 Gravis. Comparitively, 30 Boyz Goff boyz with the upgrade get something like 22 dmg, i mean, you will never get 30 boyz into combat unscathed and you will likewise never get 30 boyz into 1 combat due to the new rules, but dmg potential wise you would probably be better running another 90 boyz in a tournament setting.




I agree whole heartedly SemperMortis

This message was edited 1 time. Last update was at 2020/11/25 21:56:22


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in ca
Longtime Dakkanaut




 deffrekka wrote:


I think you have to compare them to whats at the top of the meta right now and thats Salamanders. If the board has ample obscuring terrain, you cant rely on getting a bead on the Eradicators first, especially if they come on from strategic reserves. Then as Salamanders, they are gonna have multiple ways of getting that +1 to wound for Meltas and then a single reroll to wound per squad. They will reliably wound Killtanks. And whilst they have Ramshackle, I wouldnt bank on it. A 16% chance to negate a unsaved wounds damage to a 1 just isnt great, your gonna need 6 unsaved wounds on avergage to negate 1 and you dont even get to pick which damage it effects. You could put a 2 down to a 1 whilst the stays as a 6. Ive played long enough with DDD and Ramshackle to know that an ability that triggers on 6s doesnt always pay off. It either defines a game at clutch moments or it costs you the game as it did nothing.

Then there comes the size of it... I own a Killbursta and a Killtank (RIP ol' boi) and they are BIG models. Not Baneblade big but they are mighty girthy. Your gonna have a hard time moving round ruins and enemy units that come to move block it, and speaking of blocking it, what happens when it gets tripointed? Its gonna blast 30 shots at BS6 at some chaff or throwaway unit? Hell a trio is pretty susceptible to any negatives to hit. 1 can bypass it with Moar Dakka, the other cant and the game is swimming in -1s to hit. I wouldnt want to spend 275pts on a block of resin that hits on 6s. Id hate to draw Harlies as an opponent at a GT.

Yeah they are cheap and all at 275pts, and yeah whilst it isnt as expensive as a Knight, it also doesnt come close to its firepower or abilities. Its cool but I dont think itll do great in the current meta.


I guess a couple of things:

1) Harlequins is probably just a straight up loser for Orks. Green tide is horrifically slow, and haywire cannons are blast... so enjoy eating 90 shots a round from those 15 skyweavers per turn. Oh, and you can't catch them in CC, because they move faster and have several move shoot move strats. Buggy spam might do okay given their anti tank actually prefers stronger vehicles, not weaker ones, but I don't know. I've never done the matchup personally but it seems a really tough slog for the two main types of Ork lists.

2) Needing CP for more Dakka is fine. Not like this list cares about CP really. And again, Kill Tanks hit on 4s within 24", so you'd need two -1's to go to 6s. Not impossible, but pretty rare nowadays.

3) Unless you're seeing 12 eradicators, they are probably killing 1 kill tank at most a turn, and that's even assuming you make it easy for them to shoot them. Remember, you out range them, and outflank is so easy to counter. And if you happen to get a few lucky 5++ or ramshackles off, you might be shocked that the eradicators bounced off. If those 12 eradicators aren't tied up or crippled, or dead from the return fire, you ain't trying hard enough. Eradicators are scary, hyper efficient units just waiting for a nerf, but Orks can build to eat Gravis if that's your main concern.

   
Made in nl
Regular Dakkanaut




So where do you guys put nobz on bikes in the ratings now? Are they in the competitive category? Semi?

They have acces to choppy and killy stuff

They are a little more expensive than warbikers, but I can still see them dying to AP weaponry quite fast.

Are they there to kill stuff on objectives and move on while the slower more durable stuff walks to the objective?

What's your experience with them?
   
Made in us
Longtime Dakkanaut




Every time I face SM's i run into either 1 or 2 min squads of Eradicators with upgraded weapons and a mutli melta. Since they can outflank you will not be able to out range them, and since our army relies on holding objectives we really don't have the points to spare a squad or two guarding each flank to keep deep strikers away from our backlines or in this case our killtanks.

So with that in mind, 3 eradicators get 8 shots, average 5.3 hits and 2.65 wounds. Each one basically automatically does D2+D6 so you are talking about on average 10+dmg from a single squad and that is without buffs of any kind, and god knows SMs have a plethora of buffs they can put on their units.

Like I said, they are good, but in a tournament scene they will die ridiculously quickly.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Stabbin' Skarboy





crewe

tulun wrote:
 deffrekka wrote:


I think you have to compare them to whats at the top of the meta right now and thats Salamanders. If the board has ample obscuring terrain, you cant rely on getting a bead on the Eradicators first, especially if they come on from strategic reserves. Then as Salamanders, they are gonna have multiple ways of getting that +1 to wound for Meltas and then a single reroll to wound per squad. They will reliably wound Killtanks. And whilst they have Ramshackle, I wouldnt bank on it. A 16% chance to negate a unsaved wounds damage to a 1 just isnt great, your gonna need 6 unsaved wounds on avergage to negate 1 and you dont even get to pick which damage it effects. You could put a 2 down to a 1 whilst the stays as a 6. Ive played long enough with DDD and Ramshackle to know that an ability that triggers on 6s doesnt always pay off. It either defines a game at clutch moments or it costs you the game as it did nothing.

Then there comes the size of it... I own a Killbursta and a Killtank (RIP ol' boi) and they are BIG models. Not Baneblade big but they are mighty girthy. Your gonna have a hard time moving round ruins and enemy units that come to move block it, and speaking of blocking it, what happens when it gets tripointed? Its gonna blast 30 shots at BS6 at some chaff or throwaway unit? Hell a trio is pretty susceptible to any negatives to hit. 1 can bypass it with Moar Dakka, the other cant and the game is swimming in -1s to hit. I wouldnt want to spend 275pts on a block of resin that hits on 6s. Id hate to draw Harlies as an opponent at a GT.

Yeah they are cheap and all at 275pts, and yeah whilst it isnt as expensive as a Knight, it also doesnt come close to its firepower or abilities. Its cool but I dont think itll do great in the current meta.


I guess a couple of things:

1) Harlequins is probably just a straight up loser for Orks. Green tide is horrifically slow, and haywire cannons are blast... so enjoy eating 90 shots a round from those 15 skyweavers per turn. Oh, and you can't catch them in CC, because they move faster and have several move shoot move strats. Buggy spam might do okay given their anti tank actually prefers stronger vehicles, not weaker ones, but I don't know. I've never done the matchup personally but it seems a really tough slog for the two main types of Ork lists.

2) Needing CP for more Dakka is fine. Not like this list cares about CP really. And again, Kill Tanks hit on 4s within 24", so you'd need two -1's to go to 6s. Not impossible, but pretty rare nowadays.

3) Unless you're seeing 12 eradicators, they are probably killing 1 kill tank at most a turn, and that's even assuming you make it easy for them to shoot them. Remember, you out range them, and outflank is so easy to counter. And if you happen to get a few lucky 5++ or ramshackles off, you might be shocked that the eradicators bounced off. If those 12 eradicators aren't tied up or crippled, or dead from the return fire, you ain't trying hard enough. Eradicators are scary, hyper efficient units just waiting for a nerf, but Orks can build to eat Gravis if that's your main concern.



1.) The point still stands. If your going a GT your gonna have to plan to face the big bois of the Meta. Salamanders, Harlies, DG, Custodes. Buggies do not fair well vs Harlies. 4++ Invun across the board, faster, -1 to hits on Transports and the Bikes, easily get it to -2 with Dense terrain and Strats (to negate a +1 to hit), good melee output with great synergies.

2.) Multiple ways of -1 isnt rare. If your facing any kind of Eldar your swimming in it. Space Wolves have a Pyschic power, White Scars have a Psychic power and Strat, Dark Angels have the Dark Shroud even if its crazy expensive, the list goes on. All it takes is to combine that with Dense terrain, which any board worth its salt should have on the field. That 4+ will often be a 5/6+. It was never about CP, but more the enemies and how they have better defensive strats.

3.) Eradicators are still common and will remain so aslong as Salamanders are kings of the meta. You dont really outrange Eradicators when your sweet spot for hitting is 24" (if we are talking about the Killblasta with the giga). Eradicators have a 29" threat range, can be easily hidden and can be buffed to the teeth with Chaplains and other nonsense Marines can conjure up. In no way shape or form do you base a game plan on "luck". In my group im known for BS luck moments, giving me the moniker of 'Mork's it', but i dont rely on it. I dont trust any ability that triggers on 6s. They can roll hot like you said but the opposite is also true that they never crop up in a game. Ive had matches where my DDD have obliterated things but not when I wanted it and other games where it doesnt gen me anything.

If I wanted to tackle Gravis units, I wouldnt go to the Killblasta. We have Rokkit Kannons/Launchas, Meganobz with Hit em Harder, Deffdreads with Klaws, Kannonwagons (who dont need to be at mid range to hit on 4s), Warboss with Da Killaklaw or Killsaw with Kunnin but Brutal, Ghaz, ever reliable Burna-bommers with Flying 'eadbutt.

As SemperMortis said, they are good. But they aint great for the meta.


Automatically Appended Next Post:
SemperMortis wrote:
Every time I face SM's i run into either 1 or 2 min squads of Eradicators with upgraded weapons and a mutli melta. Since they can outflank you will not be able to out range them, and since our army relies on holding objectives we really don't have the points to spare a squad or two guarding each flank to keep deep strikers away from our backlines or in this case our killtanks.

So with that in mind, 3 eradicators get 8 shots, average 5.3 hits and 2.65 wounds. Each one basically automatically does D2+D6 so you are talking about on average 10+dmg from a single squad and that is without buffs of any kind, and god knows SMs have a plethora of buffs they can put on their units.

Like I said, they are good, but in a tournament scene they will die ridiculously quickly.


2000% agree Semper! Eradictors arent even the only thing they have to worry about, there are also the Silent King and the Void Dragon that is kicking round the block that will easily handle a Killtank or two.

This message was edited 2 times. Last update was at 2020/11/26 12:11:33


How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in jp
Crushing Black Templar Crusader Pilot






Hey I'm fething dumb as gak, and full of wine, but my mum just gave me two boxes of Gretchin for my Birthday. What do we think of runtherds? I feel like I might need one, but I'm tempted to cannibalize the other for a pot-bellied nob of some kind, and scratch build some weapons for him?
   
Made in gb
Longtime Dakkanaut






 posermcbogus wrote:
Hey I'm fething dumb as gak, and full of wine, but my mum just gave me two boxes of Gretchin for my Birthday. What do we think of runtherds? I feel like I might need one, but I'm tempted to cannibalize the other for a pot-bellied nob of some kind, and scratch build some weapons for him?


I keep meaning to try out runtherds. My logic is that they are 40pts for 4 wounds, character protection, and susprisingly good weapons.

I am wondering if having 1 or 2 in a trukk with a unit of ork boys would make the trukkload have a bit more punch. Against single damage weapons they are effectively 4 boys, so in a trukk you could get 3 units, with the equivalent of 18 boys to kill, and 8 S6 AP-1 attacks, 3 killsaw attacks, and the boys attacks to boot. Admittedly, 80pts would get you another unit of boys, so it's not the best option. I am also wonderifn about having one or two to carry relics to battle, like the buzzbomm, or the redder armour. 40pts to make your evil-suns gorkanaught even faster!

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






A mek is 30...

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in gb
Longtime Dakkanaut






 Jidmah wrote:
A mek is 30...


Yeah, therein lies the issue. Though perhaps a gaks-n-giggles trukk full of meks and runtherds could be interesting

what else could be thrown in there? banner nobs, though they aren't exactly cheap. Perhaps 3 meganobs, for a ful ltrukk and a bizarre attack in which the opponent can't deal with the characters until they kill a meganob, but they also can't decide if they actually have to deal with this hodgepodge of unusual units

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Don't forget the goff lucky stick to make all those characters hit on twos
It's free assassination points for your opponent though.

I accidentally overwrote my insane character list when messing around with battlescribe, but essentially you can have an huge pile of character hiding behind Thrakka because he is a MONSTER - including Badrukk, Da Red Gobbo, Makari, painboy, weird boy, banner nob, runterherd and more.
Played it at 1k points, didn't do jack, but I had a hell of a time

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in ca
Longtime Dakkanaut




I suppose if your measuring stick is solely whether if something can 6-0 a tournament right now... Don't bring Orks period.

Orks do not have a serious competitive build right now. I hope people here are skeptical that Goff Tide is actually good. Like does anyone seriously think Orks could top 4 LVO in this meta?

Might as well field 3 giant tanks with 90 boys and have a raucous good time.
   
Made in cz
Growlin' Guntrukk Driver with Killacannon





Prague

Orks have always the most serious competitive build, because if we lost, we' re dead and this doesn' t count... so we can' t lost.

10k p fullpaint orks ready to krump! …

https://instagram.com/mektomsug 
   
Made in ca
Regular Dakkanaut




Vineheart01 wrote:Nobody i know owns more than 1, and most dont even own 1.

I was gonna buy them in 8th but then they MEGA hyked their points for no freaking reason, so i opted out of that quick lol.


They had one variant that the turret came out and you got to see the squig inside and all. Not sure it was a Killtank specifically but one of the Lord of War style tanks. I regret not buying one at the time. A fairly nice kit and having just finished my Meka and mega Dreads I feel the Ork kits are nicer than my first reaction of "just plasticard and filing,.."

But folks, we're ork players and lots of kits floating around. Just rip apart a bunch of non-primaris tanks to build something.
   
Made in gb
Longtime Dakkanaut






I've found that a baneblade body shoehorned on top of landraider tracks makes a decent looking base for a killtank. And you have the tracks from the baneblade which can make the basis of a second, so that's 2.

12,300 points of Orks
9th W/D/L with Orks, 4/0/2
I am Thoruk, the Barbarian, Slayer of Ducks, and This is my blog!

I'm Selling Infinity, 40k, dystopian wars, UK based!

I also make designs for t-shirts and mugs and such on Redbubble! 
   
 
Forum Index » 40K General Discussion
Go to: